Talk:Asperii

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Wind Steed (AD&D)

Dragon #89: “Creature Catalog” by Ed Greenwood

Frequency
Rare
No. Appearing
1–4
Armor Class
4
Move
22″/46″ (MC: A); see below
Hit Dice
4
% in Lair
22%
Treasure Type
Nil
No. of Attacks
2 hooves and 1 bite
Damage/Attack
1–8/1–8/1–4
Special Attacks
Nil (nobles use suggestion)
Special Defenses
Immune to gaze attacks and cold
Magic Resistance
Standard
Intelligence
High to exceptional
Alignment
Neutral good
Size
L (horse-sized)
Psionic Ability
Nil, Attack/Defense Modes: Nil
Level/X.P. Value
III/110 + 4/hp (add 25 for nobles)

Wind steeds, also known as asperii, are highly prized as mounts. These aerial creatures lair in cloud islands or upon the highest, most inaccessible mountain peaks. Asperii are mortal enemies of hippogriffs and griffons; they tend to ignore rocs, save for occasional scraps; and they are friendly with pegasi (the two species are often found together).

The wingless, horselike asperii fly by natural powers of levitation and also possess the power to “ride the winds”. Strong winds of natural or magical origin increase the speed of an asperii flying with them, 1″ for every mile per hour over 20. Asperii take no damage from winds of any type (including air elemental or djinni whirlwinds, wind walkers, and the buffeting attacks of aerial servants). They can break free of the grip of aerial servants with uncommon ease (40% chance). Wind steeds can cast up to 4 feather fall spells per day, upon themselves or (by touch) others.

The most maneuverable of steeds, asperii are of maneuverability class A and remain so until they carry over 1500 gp weight. Thus, they can carry one lightly armored rider without any penalty in maneuverability—moreover, a lone rider may cast spells from the back of a loyal wind steed (that is, spells not requiring the use of a surface for writing glyphs, runes, circles, etc.). Asperii may carry up to 6000 gp weight, at a penalty of one maneuverability class per 1500 gp of additional weight.

Wind steeds must be trained in the manner of griffons, and can become deeply loyal to one master. When so trained, an asperii will suffer no one to ride it but its master or those it views as friends of its master. Asperii communicate by limited telepathy (6″ range), and will accept as a master only a character of neutral, lawful neutral, or neutral good alignment. Those trained to take all riders are known as “broken” asperii; they become cowards and refuse to fight other creatures in the air. Young asperii bring 4000–6000 gp on the open market (asperii bear live young).

Asperii have true sight and can see into both the Astral and Ethereal Planes. Their vision is so strong and intense that they are immune to the effects of gaze attacks (such as those of the basilisk and catoblepas). Usually white, smoky grey, or dun in color, wind steeds suffer no damage from cold-based attacks. Fire does double damage.

Asperii are omnivorous and especially prize mint leaves, fish, and hawk meat. Although they can go for long periods without eating, asperii have a seemingly limitless appetite when given the chance to gorge themselves. In aerial combat asperii lash out with their front hooves (note that spells cannot be cast from the back of an asperii so engaged). They also bite, tending to aim for the wings and faces of opponents.

A very rare subspecies known as “noble” asperii exists, and are varicolored and iridescent (like polished abalone shell). They have 9″ range telepathy of sufficient mental force to exert a suggestion spell on creatures of 3 HD or less. These creatures often lead groups of wild asperii.